
Originally Posted by
Reginald_Cain
I ask my fellow dark enjoyers what mechanic do you think dark knight should be focused around?
Here are my ideas for all tanks, as I think focusing on their identity, dynamics and synergies is way more fun!
Job identity as an individual / in 4-man duties:
PLD: The most party support and alright self sustain abilities. Think group damage reduction, group regens, Clemency, Cover, etc. Their damage gimmick is the ranged burst of course (so they can also be allowed to give up melee positions to the DPS without giving up on uptime), but they should not be the strongest (maybe 4th-3rd place in terms of damage output). Ideal off-tank, classic and safe choice, but not basic. Very adaptable to the party's needs and shines when things go sideways and must support the healer to allow them to save the run, mainly in the form of party-wide and individual mitigations + cover, spot healing too. What they don't bring in damage, they make up for by being the party's strongest pillar of support.
WAR: Self sustain god, but minimum party support. I am not very familiar with WAR's rotation, so I'd leave the damage gimmick to their favorite part of it (provided it doesn't overlap with another tank's. My guess would be the classic gauge building into fell cleave bliss, trying to chain as many as possible back to back). Most likely the ideal MT and dungeon tank due to minimum babysitting required, but can't provide much help if things go sideways. Shouldn't be the strongest either (I'd place them on 3th-4th place due to their incredible usefulness in dungeons and possibility to ignore certain mechs in raids/ultimates if their self sustain is exploited appropriately). They could probably be the tank with the most CC, in an ideal world where CC would matter more in fights, and allow healers to contribute to the overall damage more aggressively/cheese mechanics with coordination.
DRK: Resource management maniac. HP and MP should be spendable in the name of damage and mitigation in the form of boss damage reductions, spot-shielding and party shields, and some may require you to take controlled amounts of damage to be set off ala TBN (or only be possible to use while in certain HP percentages). Trade-off is that you need to be extremely aware of what you're doing or you might nuke yourself/be unable to protect your party appropriately. Punishes greedy people very badly, but has the potential of most damage because the skill ceiling can be very high when a player exploits their resources to the max. Requires the most babysitting, as they may accidentally put themselves in seriously dangerous situations or straight up kill themselves if not careful. Damage would oscillate between 3rd and 1st depending on player skill. Absolute chaos as MT (doable, just need to be more careful or be very skilled), safer as OT if you're unfamiliar with the fight or learning the ropes.
GNB: Consistently strong damage output, minimum party support, alright self sustain. They're mostly doing their own thing and can provide some support in a pinch, but they can run out of support skills quickly if they're not careful. Selfish tank, but doesn't need as much babysitting so they're the second best MT option. Their rotation should allow to save cartdriges for different rotation types (big damage melee spender or weaker range shots to allow DPS their uptime without giving up their own damage). Their mitigation and self-sustain are middle of the road solid but they don't have as many as other tanks, making them decent OTs provided the healers meet them halfway, otherwise they will eventually die due to running out of self sustain (much like a DPS would). They mits and self-sustain are an equal divide between individual and party-wide.
Tank combinations in 8-man content:
PLD + WAR: The absolute best combo for prog parties, struggling players and DPS enablers. Simple, classic, foolproof.
These two guys are here to make sure no one has to worry about anything except their own mechs and damage, but they don't contribute much to it themselves in return. Healers can go crazy with their DPS (in an ideal world where they have a proper DPS rotation they would have had to sacrifice otherwise)
You simply can't go wrong with this combo. Either one can be MT, though it would be best to swap depending on mitigations to ensure healers can continue ignoring them for as long as possible.
PLD + DRK: A greedy DRK's best friend!
PLDs can offer great support to allow DRK to play risky without nuking itself as easily, as PLD helps shoulder the burden healers deal with when DRK is actively sacrificing HP for damage. The safer option would be MT PLD and OT DRK, but supporting an MT DRK would allow them to stay on the lower HP percentage range and reap that high damage reward. DRK will have the time of their lives with a good PLD. I also think they just look great together aesthetically, so I am absolutely biased.
PLD + GNB: The blue DPS and the DPS enabler join forces to make a very solid pair that allows for consistent damage without the risk of PLD+DRK.
Good if you want decent damage but your party comp, player skill or the fight itself prevents you from going for the riskier combinations. Solid all around, but don't particularly shine anywhere. Either can be MT, but PLD is preferred so GNB can focus on contributing to the damage.
WAR + DRK: A solid choice for controlled chaos enjoyers.
WAR's self-sustain allows DRK to shine as an OT and the healers to focus on that instead of scrambling to keep both tanks alive. DRK would still have to be aware of their healer's limitations and sacrifice some resources to provide support when appropriate, but generally this is a pretty safe combination to go for if you like damage and your healers actually like playing their role. Healer intervention will be higher simply because DRK needs that extra help, but otherwise it is very similar to WAR+GNB. A DRK that knows how to exploit their resources well can make this duo skip certain mechanics more consistently. There's no reason to have DRK as the MT in this situation, and you should not keep this duo in mind if the WAR can only play OT due to player preference.
WAR + GNB: Middle of the road combo. Simple and reliable.
They're both decent MTs, though it'd be best if WAR took the bigger hits using their self-sustain, which makes tank swaps few and far between unless the fight itself requires it. GNB's damage and WAR's CC could contribute to cheesing or skipping some mechs, but not as many as DRK+GNB (although they get it done much more safely)
Healer intervention is not necessarily kept at a minimum, but they can go into their DPS rotations for a while comfortably knowing neither of them is going to explode out of the blue.
DRK + GNB: Absolute chaos, healer PTSD & insane damage: The full package!
Healers can forget about their damage skills, they will be babysitting these two idiots + the rest of the party for the entire fight. GNB should be MT to allow DRK to play a bit riskier (they cannot play as risky as with other co-tanks, they must be aware that healers cannot babysit them as much) but tank swaps will be inevitable as GNB eventually runs out of things to mitigate with. Frenetic gameplay for the supports, and most likely not recommended unless you're skilled in the fight or the job itself, as there are many chances for things to go sideways and not many ways to recover unless your healers (and likely DRK, if they aren't the reason things went sideways in the first place) sacrifice everything in that effort. This comp would be the most likely to allow mech-skipping, being the ideal farming/reclear comp but punishing mistakes or poor gameplay harshly.
Job Rankings:
Complexity (or player skill needed) ranking:
1. DRK (high skill ceiling and higher risk involved. Your mistakes can kill you and you need healer intervention to reach your highest potential. When playing it as safe as possible, your damage output will be similar to PLD or WAR's)
2. GNB (busy rotation, must be aware of its limitations and party needs as recovery from mistakes is not as painless as PLD's)
3. PLD (very lenient with mistakes, recovery is usually easy)
4. WAR (if you can read your tooltips, you can play this job)
Damage output ranking:
1. DRK > GNB (DRK pouring more resources into damage, trying to play as risky as possible)
2. GNB > DRK (DRK playing it safe and pouring less resources into damage and more into boss debuffs/mits)
3. DRK > PLD > WAR (DRK playing it very safe)
4. WAR > PLD (bad PLDs, or PLDs who are very busy supporting their party are at the bottom of the ranking)
Party support ranking:
1. PLD, uncontested
2. DRK > GNB (DRK playing it safe and pouring less resources into damage and more into boss debuffs/mits)
3. GNB > DRK (DRK pouring more resources into damage)
4. WAR
Self-sustain ranking:
1. WAR, absolutely uncontested
2. PLD (can hold its ground for a while without healer intervention)
3. GNB (will eventually need healer intervention, but otherwise decent)
4. DRK (absolutely needs healer intervention if playing risky)
In short, each tank has "twin", and they're sorted into more or less extreme opposites.
Extreme opposites are DRK and PLD, both sacrificing their utility for damage and vice-versa. One can't succeed without their party's support, the other one does everything in their power to ensure their party's success.
Less extreme opposites are WAR and GNB. Do a bit less damage but never need healer help, or do a lot more damage but you'll eventually need a healer or your OT to save your butt.
Players can mix and match tank comps based on their needs and preferences for each fight, ideally!
But what if my favorite tank is too difficult for me to play!?
I dunno, man. But what we've got going on is not any better imho. I think this game has enough jobs for you to find something that suits you better, or the determination to play the job despite not being the best. You don't have to be the best at everything, as long as you're trying to improve and you're not actively grefing you're fine in my book.
Can't wait until Xeno finds this thread and grills us all for our "bad" takes.
I love sharing my unhinged takes, even if they would never, ever be added to the game.